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ENFORCER Assassin

In document StarFrontiersman 21 (Page 40-49)

Prerequisites: Weapons: Melee Weapons Level 3, Weapons: Martial Arts Level 3, Stealth Level 4, Any 2 Ranged Weapon Skill at Level 5.

These are the elite group of Enforcers that have mastered the intricate application of stealth, cunning and dexterity in order to take an individual being's life. The profession is considered an art in its own right. Art or not, Star Law does not look too kindly on Assassins. Being relatively illegal in most sectors is a major disadvantage, but being an assassin has its advantages also. There is what is known as the assassins’ guilds throughout the Frontier. For example, the Interstellar Guild for Assassins (IGA) on Outer Reach, Dramune is one of the most powerful. An assassin PC can join and

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gain special access to the Black Market (for jobs and supplies), if he gives 5% of his earnings from each adventure.

Specialty Skills:

Marksmanship: P.G.S. Weapons

Master: Martial Arts

Shadowing Silent Kill

Spot Weakness

Exit Requirements: Assassin Level 4+, All Spec. Skills Level 3+

Exit Options: Corporate Spy; Law Enforcement; Explorer: Attack Scout

Corporate Security

Prerequisites: Law Level 3, Any three Security Systems skills Level 3, Communication Devices: Operate, Any 2 Ranged Weapon Skill at Level 5.

To be a Corporate Security or Corpguard, is to be the strong arm and tight grip of the executive level of the corporations; the individuals that do the dirty work. Each major and some minor corporations have an army of Corpguards. This particular specialty makes up a majority in the Enforcer profession. Corpguards are looked on with mixed emotions by society and its institutions. Star Law respects the Corpguards legal jurisdiction (corporation property), but once they step out, the Star Law Rangers pounce on them like a cat on prey. General society show little respect to guards, but cause no trouble with them. One good thing about being a guard is that they can always find a job.

Specialty Skills:

Corp. Intel. /Counter- Intel

Corporate Knowledge Corporate Security

Knowledge

Security Systems: Design Security Systems:

Expert

Exit Requirements: Corporate Security Level 4+. All Spec. Skills Level 3+,

Exit Options: Corporate Spy; Law Enforcement; Soldier

Corporate Spy

Any three Security Systems skills Level 4, Computers: Activate/Operate, Computers: Bypass Security Level 4, Computers: Display Information Level 2, Weapons: P.G.S. Level 4

The corporate spy is the deep dark and very illegal profession that lives and thrives off of the secrets of competing enemy corporations. They specialize in stealing corporate secrets to "further the growth of free enterprise". Corporate Spy is an example of a cross over specialty. When an Enforcer specializes as one, he is called a corporate agent. When a Techex specializes as one, he is called a technospy. They generally emphasize different things in the activities. Usually a good corporate spy team has a mixture of the two. There exists what is known by Star Law as the Corporate Spy Underground, which is the very secret underground organization that provides safe houses for corporate spies.

Specialty Skills:

Computers: Espionage Programming

Corp. Intel. /Counter-Intel Corporate Knowledge Corporate Security

Knowledge High-Tech Forgery Infiltration

Listen Streetwise

Exit Requirements: Corporate Spy Level 4+. All Spec. Skill Level 4+

ExitOptions: Corporate Sec.; Assassin; Explorer: Attack Scout

Fighter Pilot

Prerequisite: Vehicles: Air Level 6, Computers: Activate & Operate, Weapons: P.G.S. Or Beam Level 6, Communication Devices: Op. Level 4.

The Fighting Tigers of the stars, fighter pilots are the backbone of interstellar combat. These few good men fly the state-of-the-art flying machines of the stars. The fighter pilot is an over glorified profession, but they don't complain. Fighter pilots are also qualified in-atmosphere pilots. "In-Ats" as they are called, are what fighter pilots start out as, later graduating to

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"space jocks". The fighter pilot is another example of a cross over specialty either the crewman or the enforcer can take as a profession.

A PC can be a free-lance, a corporate, a planetary militia or a Spacefleet pilot. As a free-lance pilot, the character has little job security, but gets paid big. They act as the mercenary in the stars. As a corporate pilot, the character must choose a corporation; planetary militia pilots must choose a planet; Spacefleet pilots must work out details with the GM.

Specialty Skills:

Accuracy Basic Maneuvering

Combat Maneuvering Combat Tactics Command Skill Emergency Landing

Exit Requirements: Fighter Pilot Level 5+ All Spec. Skill Level 3+

Exit Options: Soldier, Law Enforcement; Crewman: Astrogationeer.

Law Enforcement

Prerequisites: Law Level 5, Weapons: Beam Level 4, Weapons: P.G.S. Level 5, Running, Communication Devices: Operate Level 3, any one Security Skill Level 3 Law Enforcement is a general specialty referring to any individual involved in enforcing the law. There are a few different Branches of Law Enforcement a PC has to choose from when entering into the Law Enforcement specialty. The following are the Branches for the Law Enforcement specialty:

Star Law:

For full understanding of Star Law's organization, jurisdictional powers, and roles, refer to the following articles: Freeze! Star Law, Star Law Returns, and Silver- Twin. (See SFman #15, Star Law pg 62) A character should choose a branch, and take the lowest Rank in the branch. Silver Twin can only be chosen after serving in the Special Forces Divisions and reaching the rank of Captain or better. As a Star Law Ranger, the individual gains the powers of his department. Also the Star Law PC may get some issued weaponry, which will be up to the GM.

Local Authority:

Each world has their law enforcement branches and are always hiring. Keeping the individual citizenry on each world in line takes a small army. Some local authorities are linked to the planetary militia while others are a separate department. The GM should advise the player on what specifics each world the character is interested in.

Free-lance:

Free-lancers cover a broad range of law enforcement- for-hire; from bounty hunter to private investigator, from bodyguards to special security. Most Free- lancers don't do one or the other. They usually end up delving into a little bit of all the free-lance jobs. Free- lancing is a hard career because it's hard to compete in the field and free-lancers are usually underpaid. The free-lancers do have the benefit of being closer to the streets than the "professionals". They usually have one or contacts (GM's decision) on the streets which usually comes in handy.

Specialty Skills:

Contact Law Corporate Law

Criminal Investigation Legal Semantics Marksmanship: Beam

Weapons

Space Law Spot Hidden

Exit Requirements: Law Enforcement Level 4. All Spec. Skill Level 6

Exit Options: Assassin; Corporate Sec.; Corporate Spy; Soldier

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Art by AZ_Gamer Soldier

Prerequisites: Any 3 Weapon Skills at Level 5 with at least 2 being ranged, Weapons: Power Assault Armor Level 3, Vehicles: Transports or Atmospheric Level 2. The soldier of the Frontier fills many roles from peace keeper to war maker, from government special forces to mercenary. There are three basic branches of service that a soldier may choose: Army (Land Fleet), SpaceFleet, and Mercenary. Each is divided up into sub-branches. Land Fleet and Mercenary are sub- branches and are very similar, but there is only one type of Soldier in Space Fleet, the Space Marine. Space Marine is usually achieved after a few years in Land Fleet. Serving in the military usually entails good retirement benefits (usually because some mercenary "organizations" are not quite as "charitable"). If the soldier is lucky enough to survive a life of many tours of duty on dangerous rim planets, suppressing rebellions, and fighting "Xeno-threats", the government usually shows a good amount of gratitude.

Specialty Skills:

Command Skill Insurgency/Counter- Insurgency

Marksmanship: P.G.S. Weapons

Marksmanship: Beam Weapons

Sense Ambush/Trap Set & Disarm Trap Spot Weakness

Exit Requirements: Soldier Level 5+, All Spec. Skill Level 2+

Exit Options: Assassin; Corporate Security, Law Enforcement; Explorer: Attack Scout; Colonist: Rogue TECHEX

CompTech

Prerequisites: Computers: Activate & Operate, Any three Computers skills at level 5+ as well as at least one Computer: Repair skill at Level 4, any one Engineer skill Level 3,

As the Alliance s need for hi-tech artificial intelligence grows, so does the need for their hi-tech masters. Computers, once again, are the controllers, watchers, filers, and complex thinkers of modern society. But today's Frontier society, learning from other societies long since destroyed by their own ignorance, has created the watcher of the watchers; the controller of the controllers. Lying under a cloud of positronic filament transfer wiring and fiber-optic nerves is the Computer Technician; the beings that insure that the Frontier society stays in operation, and also, insure the computers stay under the society's command and not the other way around. He is constantly watching for signs of self-awareness in AI and the beginnings of AIT syndrome, the condition where the machines rule, and deem all organic life inferior and unnecessary. Many societies have fallen due to AIT (Artificial Intelligence Takeover), and so the CompTech of today pledges to make sure that does not happen to the Alliance.

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The Artificial Intelligence Society (AIS) is the public organization for the dedicated CompTech. It makes a point to keep separate from all government and corporate influences for the good of society, and is financed completely by its members through dues. AIS members must give 10% of any mission pay check to the AIS. The AI Society stands behind all of its members almost to a point of fanaticism. No galaxy, no planet, no continental district in the Alliance will fall under the tyranny known as AIT as long as there are CompTechs around.

Specialty Skills:

Computers: Design Computers: Expert Computers: Hi-Tech AI Computers: Viruses

Exit Requirements: Comptech Level 3. All Spec. Skill Level 5

Exit Options: Roboex, Technospy, Starship Engineer, Xenotech

Rigjack

Prerequisites: Two Computers Repair skill Level 3, Engineer: Mechanical Level 4, Machinery: Operate Level 4, Machinery: Repair Level 4, Robotics: Repair Level 3, Vehicles: Repair Level 4

There are far more machines in the universe than just computers, believe it or not, and most are just as complex and as difficult to care for. Vehicles, and other machinery like warehouse loaders, special robotic equipment, heavy machinery in factories, etc.; all these may be connected to some Computers or be a part of some robot. The Rigjack can take care them all, one way or another. Rigjacks are the repairmen, the mechanics, and the plumbers of the galaxies and there is nothing Rigjack can't do, or so most riggers would like to think. The Rigjack has the benefit of having access to the "Gadget" Market; a market of new advancements in equipment and electronics that will aid them in their endeavors. The Rigjack character, before a mission, may ask the GM what is available in the Gadget Market. Items and prices are up to the GM.

Specialty Skills:

Technical Sabotage Fixer Skill

Rigging: Structural Rigging: Major Systems Rigging: Minor

Systems

Exit Requirements: Rigjack Level 5. All Spec. Skill Level 3

Exit Options: Comptech, Starship Engineer, Technospy.

RoboEx

Prerequisites: 5 XP, Robotics: Identification, Robotics: Alter Function Level 5, Robotics: Alter Mission Level 5, Robotics: Design Level 5, Robotics: List Functions Level 5, Robotics: Repair Level 2.

Like the CompTech, the Robotics Expert seeks to act as master of the robotics field, watching and maintaining robotic equipment all over the Allied Space. Working alongside the CompTechs as members of the AI Society, they pledge to the same principles of safe control and cooperation with Artificial Intelligence, but also insuring organic intelligent beings stay the controllers. Robots would be the tools to which AI would attempt to dominate the organic society, so the RoboEx, in his repairs, maintenance, and modification always watch for the signs of AIT Syndrome in robots. For more information on AIS, and its doctrine, refer to CompTech.

Specialty Skills:

Robotics: General Expert

Robotics: Design Expert Robotics: Modification Expert Robotics: Operating Systems Robotics: Reprogramming Expert

Exit Requirements: Roboex Level 4. All Spec. Skill Level 5

Exit Options: Comptech; Rigjack; Starship Engr.; Xenotech

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Starship Engineer

See Crewman: Star Ship Engineer for prerequisites, description and skills

Exit Requirements: Starship Eng. Level 3. All Spec. Skill Level 5

Exit Options: Rigjack; Comptech; Xenotech. Techno-Spy

See Enforcer: Corporate Spy for prerequisites and skills. Techno-spies are the special area of corporate spies that center on stealing competing corporation's techno-wonders. For a better description of Corporate Spy, refer to Enforcer: Corporate Spy.

Exit Requirements: Technospy Level 5. All Spec. Skill Level 5

Exit Options: Comptech; Rigjack; Colonist: Rogue XenoTech

Prerequisites: 6 XP, Computers: Bypass Sec. Level 4, One Other Computers skill Level 4, Robotics: Alter Function Level 4, Robotics: Alter Mission Level 4, Xenotheory Level 5

The space surrounding Allied Space is full of mysteries and secrets that the institutions of science believe they can learn from. A whole area of study is dedicated to the study of alien artifacts, life forms, and civilizations. The Xenotech centers his studies on the technical wonders found on alien expeditions and xeno-archeological digs. They try their best to understand the alien techno-wonder's function, and learn from it to advance the Frontier technology. Most Xenotechs are extremely curious and are dedicated to the advancement of knowledge, but experimenting with the unknown can be beneficial and dangerous at the same time. There have been some strange unexplained deaths and disappearances in this field of work, but the Xenotechs still go on.

Specialty Skills:

XenoTech: Analysis XenoTech: Robotics XenoTech: Repair XenoTech: Computers XenoTech: Security Sys.

Exit Requirements: Xenotech Level 4. All Spec. Skill Level 6

Exit Options: Comptech; Roboex; Rigjack; Starship Engr.

SCISPEC

GEMMER (Genetic Engineered Mistake/Mutant Eliminator)

Prerequisites: 7 XP, Biology Level 5, Botany Level 2, Chemistry Level 4, Exobiology Level 4, Genetics Level 4, Weapons: P.G.S. Level 4, Xenotheory Level 4, Zoology Level 2

A new threat to Allied society has arisen since the introduction of unmonitored genetic experimentation done by the Megacorps. Genetic Mistakes and Mutants (Gemms) are escaping, being dumped, or just let loose unlawfully into society, contaminating it. It was deemed necessary by the Scispec profession and related institutions to start thinking about decontaminating society by sending in specialist that knew how to eliminate these contaminants effectively. Some see it as a job for the corporations that created them, but it seems that they are unwilling to take responsibility. Gemmers are the specialist hired by interested or related parties to clean up society’s gene pool. (Gene pool cleaners!?!?). They specialize in the study of these genetic experiments, and effective ways to destroy them.

Art by Ryan Baker

It is a difficult job because lately, corporations have been centering their genetic engineering research on

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making better soldiers. This makes it difficult to hunt them down and kill them. Gemmers do have access to the latest in technology related to their career, and have a secret honor society known as the Black Flag Society, which is dedicated to the clean up and elimination of these "genetic abominations".

Specialty Skills:

G.E.M.M. Analysis G.E.M.M.

Biology/Biophysics G.E.M.M. Tracking Weakness

Spot Streetwise

Exit Requirements: Gemmer Level 4. All Spec. Skills Level 5

Exit Options: Planetary Surveyor; Colonist: Rogue Medical Specialist

Prerequisites: 6 XP, Medical Devices Level 6, Medical Diagnosis Level 5, Medical Treatment skills Level 4, chosen Medical Field.

Medical Specialist focuses their interests in a specific area of medicine, sometimes on a specific race. The individual wanting to specialize in medicine must decide, with the GM agreement, on a specialty field, like Genetics, Gynecology, Plastic Surgery, CyberSurgery, Bionics, etc. Then the GM will decide on the specific bonuses which the character will receive. Specialty Skills:

Medical: Expert Pharmacology Special area of

Medicine

Exit Requirements: Medical Spec. Level 4. All Spec. Skills Level 5

Exit Options: Gemmer; Xenospecialist

Planetary Surveyor

Prerequisites: 6 XP, Analyze Ecosystems Level 5, Analyze Animal Behavior Level 3, Archeology Level 3, Biology Level 3Botany Level 3, Exobiology Level 3, Xenotheory Level 3, Zoology Level 3

One of the most enduring and oldest careers in the Frontier is the planetary surveyor. The Planetary Surveyor (or just Surveyor) is the key individual in evaluating the classification and the feasibility of colonization of newly discovered planets. They are always a part of a first-in team, usually taking up a major part of the team. They usually stay on designated planets for long periods of time painstakingly recording data with the best of accuracy to make sure there is no mistake. Many lives may depend on their decision, so they take great pride in their work. One big benefit of planetary surveyors is their pay check. The corporations, especially during expansion times, are willing to pay incredible rates for surveyors that are good and thorough at what they do.

Specialty Skills:

Cartography Cultural Anthropology Ecological Dynamics Oceanography

Sociodynamics Terraforming Knowledge

Exit Requirements: Planet. Surveyor Level 4 All Spec. Skill Level 5

Exit Options: Gemmer; Xenospecialist Xeno-Specialist

Prerequisites: 4 XP, Archeology Level 4, Biology Level 5,Botany Level 2, Chemistry Level 4, Exobiology Level 4, Genetics Level 4, Physics Level 3, Xenotheory Level 4, Zoology Level 4

Another career related to the grand mysteries that wait in the unexplored space beyond Allied Space, the XenoSpec emphasizes on the hard science of alien studies; archeology, exobiology, botany, and other sciences. They sometimes are a part of first-in teams if there is a belief that there is something related to alien cultures on the prospective planet. Again, like the planetary surveyor, when there is a major need

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like during a war with an alien race, the xenospecialist is known to be paid incredible amounts of money to analyze and make studies on the alien race in question.

Specialty Skills:

Exobiology: Expert Xenoarcheology Xenoculture Xenolinguistics Xenopsychology

Exit Requirements: Xenospec Level 4. All Spec. Skill Level 5

Exit Options: Med. Spec.; Planetary Surveyor EXPLORER

Attack Scout

Prerequisites: 6 XP, Camouflage Level 6, Communication Devices: Operate Level 4, Concealment Level 4, Stealth Level 4, Survival Level 4, Weapons: P.G.S. Level 5

The Frontier's version of a Special Forces commando, the Attack Scout is usually the first in on an attack on an alien world, or usually the central part in a special mission. The Enforcer is not the only profession related to the military. Attack Scout teams are strictly a part of the SpaceFleet Space Marines and are specially trained with special commando techniques for dangerous, small group missions. Attack Scouts are also survival experts, trained to survive in high risk environments solely to get their mission complete.

Specialty Skills:

Command Skill Commando Skill Marksmanship: P.G.S.

Weapon

Sense Ambush/Trap Set Ambush Set & Disarm Trap Survival Instinct

Exit Requirements: Attack Scout Level 5. All Spec. Skill Level 4

Exit Options: Jugger; Xenohunter; Colonist: Rogue, Recon Scout

Contact Emissary

Prerequisites: 4 XP, Body Speak, Communication Level 4, Finance Level 3, Haggling Level 4, Law Level 3, Persuasion Level 4, Politics Level 4, Society Level 3 Much lies on the shoulders of a contact emissary. Their main purpose is to represent their employee in a first contact situation with an alien life form, one that has been approved for contacting. The employer may be a corporation, planetary government, or the Council of Worlds itself, but permission must always be gotten from the Security Council, and the contact must be supervised by Star Law. Contact is up to the

In document StarFrontiersman 21 (Page 40-49)

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